|
Hello everyone!
After a long break I’m back and at it, and this time I’ll be mainly writing about 3D. I’ve never worked with 3D before, so this is completely new to me, but I’ll be doing my best and practicing hard, and hopefully I will learn something from it.
Last week we all came back from after a long summers’ break, and I’ll be going through what we did during our first two 3D-lessons. I’ll try to keep it short and simple, but I cannot make any promises.
Lesson #1
During our first lesson we went through some elements of art: Line, Shape/Form, Space, Value, Colour and Texture. Some of this we’ve heard before whilst working in 2D, but it’s always good to be reminded and refresh the memory in order to learn something properly.
We we’re given four images, either screenshots from, or promotional images of, games that we in groups were to analyze using the elements of art.
#1 The Evil Within

The first thing we realized with this image was that your eye was immediately drawn towards the bodies hanging in the trees. They contrast very well with dark, flat silhouettes against the very high key background, and their lack of texture compared to the otherwise rather well-textured image gives of an eerie feeling as we cannot recognize any specific features of the hanging bodies, even though they’re easily recognizable as humans. The darker edges of the image creates a low key frame that hinders the eye from escaping the image.
There are many diagonal lines in the image, and sharp shapes and forms among the trees that draw your eye toward the center, and create a sharp and unfriendly environment. The few softer and more organic shapes are the wagons and tents that have been destroyed.
The image uses mainly colder colours, with a few lit torches that seem to be leading the way into the destroyed camp. The character holding one of the torches feels softer and safer in the warm light of the fire, making him seem like a good guy, struggling in this hostile environment.
#2 Far Cry 3

This image contains a lot of lines, diagonals that point the viewers’ eye towards the burning building and enhances the action, as well as the horizontal horizon that contrasts with the action by creating this beautiful and otherwise calm scenery. There are also a lot of vertical lines in the trees and in the landscape, pointing inwards into the image.
As the camera is set very high in the air the viewers’ feel as if we’re in control of the situation, towering above the trouble below. The glider creates a frame that leads the eye to the house and the car. The images is mostly composed of green, blue and yellow colours that create an organic and idyllic feeling to the surroundings, whilst the car and burning house is less saturated, mostly red and contains a lot of geometric, sharp forms, making it easy to see what doesn’t belong there. It feels like the escaping car could be the bad guy, as it doesn’t fit into the idyllic scenery.
#3 Middle Earth – Shadow of Mordor

The camera in this image has been tilted, creating a lot of diagonal lines that enhance the movement. The humans hand is very high key, immediately drawing the viewers’ eye towards the hand and the orcs’ face.
Comparing the two characters, the human is mostly blue and white in colour, looking very clean compared to the orc, which has more reds and a dirtier look. The orcs’ more asymmetrical armour, with sharp metal, rugged leather, redder colours and dirtier textures gives him a more primitive look, whilst the human at a first glance has a softer feeling, with clean fur and smooth leather and cloth, and a more symmetrical look, indicating some sort of safety and “good guy vibes”. At a second glance, the human also has a couple of geometrical, sharp metal shapes in his outfit, making him feel more dominant and stern, perhaps some sort of ruler, and perhaps not all that good as by the first glance.
The humans’ position, taking up a large portion of the image and surrounded by a lot of negative space also enhances the feeling of him being the dominant part, whilst the orc feels smaller, crammed into his corner.
#4 Watch Dogs

The background is created with a lot of diagonal lines showing a lot of movement and action. The character however creates a lot of horizontal lines, making it feel as if he’s in control of the situation, despite the chaotic environment.
The image is overall desaturated and dark, with specs of high key light enhancing the feeling of it being in a dark city, perhaps at night. Having the character positioned on the red car makes him stand out more from the rest of the image. The bright light and the orange colour of the gunshot spreading across the characters arm and into his face, draw the viewers’ eyes towards him.
The background seems more man-made, with a big building, metal cars, flags and streetlights, making it feel more city-like, whilst the character feels more organic, with no sharp or hard edges in his clothes. He feels more natural, and very much in control, with a focused gaze. The image feels as if the action is going in slow motion, as the movement and the raindrops are very clear, as well as the fact that we can see the path of the bullet in front of the gun.
Lesson #2
During our second lesson we were introduced to 3D Studio Max, and were given the task to portray a specific game using one keyword. I, together with a friend, chose the game Journey by Thatgamecompany, and the word Solitude. Though we chose the concept together, we worked on separate pieces, and the images shown here are from my piece.


I chose to go with the familiar open, mostly empty sand-dunes that are a big part of the game, whilst still always being able to see the distant mountain that you’re struggling to reach. As I’ve never worked in 3D before I wasn’t sure how to create the landscape, and experimented a lot, feeling almost like a happy child building something “pretty” with Lego.


I tried to use colours that resembled the ones used in the game, though it wasn’t easy to portray distance without the use of atmosphere, making distant objects seem lighter and less saturated than what’s closer to the viewer.

When showing my creation to the others they quickly guessed right on the game as well as on the feeling. Though I afterwards know that I could have done some things differently, I’m still learning and I’m happy that the others were able to see what I tried to communicate with the image.
That was all for the first week. See you guys next time.
MPh out.

|